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little wilson

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Everything posted by little wilson

  1. Hello, fellow Sanderfans! I'm Kendra, and I've been a Sanderfan since the pre-17th Shard shadowdays, back in 2008. While usually a lurker on the main Shard Discord server, I'm a little more active in the Sanderson Elimination (think mafia in Sanderson settings) side of the forums and on that Discord server. You can also find me at any Dragonsteel convention, manning the 17th Shard booth with @firstRainbowRose. In my free time, I like D&D, reading, genealogy, traveling, writing, and whatever my current ADHD-fueled obsession is. Can be bribed with chocolate, especially of the Nutella variety.
  2. Term 4 Month 1 - Another One Bites the Dust Mysterious Bulletin: Steeldancer has died! He was an E’lir Cealdish Commoner Skindancer. Drake broke out of the Crockery! Stink was elevated to Master Linguist! No one was brought on the Horns! Archer (0) - several people who decided to foolishly vote on a Master (Ash, Ash, Kas, Kas, Wonko, Wonko, Archer, Stink, Stink, Sart, Sart) Ash (0) - Archer Player List Matrim's Dice - expelled Kasimir The Known Novel - expelled Steeldancer - Skindancer JNV - insane Wonko the Sane - formerly insane Archer Drake Marshall - formerly insane Ashbringer TJ - expelled Araris Valerian - expelled Szeth Pancakes - Student Stink Sart
  3. Term 3 Month 3 - First Blood Mysterious Bulletin: Someone was attacked but survived! Szeth was attacked and died! He was a Re'lar Vintish Nobleman Student. Archer was elevated to Master Archivist. Steel and Stink were brought on the horns. Steel was charged with Conduct Unbecoming and expelled. Stink had the charges dropped. Steel (4) - Kas, Kas, Archer, Archer Stink (2) - Sart, Sart Ash (0) - Stink, Stink Player List Matrim's Dice - expelled Kasimir The Known Novel - expelled Steeldancer - expelled JNV - insane Wonko the Sane - formerly insane Archer Drake Marshall - insane Ashbringer TJ - expelled Araris Valerian - expelled Szeth Pancakes - Student Stink Sart
  4. Term 3, Month 1 - It's a RAINBOW Stink and Sart were elevated! TJ was brought on the horns and charged with Conduct Unbecoming! He was expelled! TJ (12) - Kas, Kas, Wonko, Wonko, Archer, Archer, Ash, Ash, Stink, Stink, Sart, Sart Player List Matrim's Dice - expelled Kasimir The Known Novel - expelled Steeldancer JNV - insane Wonko the Sane - formerly insane Archer Drake Marshall - insane Ashbringer TJ - expelled Araris Valerian - expelled Szeth Pancakes Stink Sart
  5. Term 2 Month 3 - The Case of the Vandalized Stacks Hello, is this thing on? JNV went insane! Szeth and Archer were elevated! TKN was brought on the horns and charged with Conduct Unbecoming. He was expelled! Sart was brought on the horns, but his charges were dropped! TKN (15) - Kas, Kas, TKN, TKN, JNV, JNV, Archer, Ash, Ash, TJ, TJ, Stink, Stink, Sart, Sart Sart (1) - Archer Player List Matrim's Dice - expelled Kasimir The Known Novel - expelled Steeldancer JNV - insane Wonko the Sane - formerly insane Archer Drake Marshall - insane Ashbringer TJ Araris Valerian - expelled Szeth Pancakes Stink Sart
  6. There are no pinch hitters that I've been able to find for Steel, so I'm afraid there's no one to step in for you either.
  7. The votes and Horns have been updated. For the most part, it remained the same, though Stink was charged with Reckless Use of Sympathy instead of Undignified Mischief.
  8. This turn is now over! The new turn will (in theory) be posted in 3 hours! (it will likely actually take longer than that because it's a new term, but hopefully not much longer)
  9. Term 1 Month 3 - Introducing Project Simulacra Percyl (Drake) went insane! Archer, Drake, and Stink were brought on the Horns. Archer was charged with Reckless Use of Sympathy and lashed. Drake and Stink had their charges dropped. Archer (4) TJ, Wonko, Drake, Kas Drake (2): Archer, Archer Sart (2): Mat, Mat Stink (2): Araris, Araris Araris (1): Ash Steel (1): TJ Ash (0): Kas Szeth (1): Ash Kas (0): Sart, TKN Mat, Araris, Archer, Kas, Ashbringer, and Wonko were all elevated. Everyone should have received a PM by now. We will be adjusting the DP Punishment threshold this turn, adding in a tier for 3-4 DP and shifting the percentages up a tier. This will make expulsions a little easier. Month 3 has begun and will end in 45 hours, at 7PM Mountain Time. Good luck!
  10. Term 1, Month 1 The game has begun! PMs are being sent out so be on the lookout for yours. We'll have player pages out hopefully before the end of the first turn, but El is still working on those. Feel free to submit orders for EP and/or visiting Imre next month in your GM PMs until we get the player pages out. This turn will end Saturday, the 29th at 7:00 AM Mountain time, for a 12 hour rollover. (This length of rollover will almost certainly be reduced for all following turns, but we're keeping it at 12 hours for the first one). Player List Matrim's Dice - Ruh Kasimir - Commoner The Known Novel - Noble Steeldancer - Commoner JNV - Ruh Wonko the Sane - Commoner Archer - Noble Drake Marshall - Commoner Ashbringer - Commoner TJ - Commoner Araris Valerian - Ruh Szeth Pancakes - Noble Stink - Commoner Sart - Commoner
  11. The game will officially start in a little less than 24 hours. El is touching up some stuff on the site and while we don't need the site to start, it would be nice to get the player spreadsheets and everything sent out in the initial GM PM. Additionally, we haven't received submissions from all the players yet, so for anyone who hasn't sent something in, you've got a 24 hour (ish) reprieve to throw something together! Please get those in before the game starts, as once the first day goes up, there's no changing your base stats.
  12. Everyone starts enrolled in the University for the first term, not having to pay tuition. Tuition hits term 2.
  13. Application System During sign-ups, players are encouraged to work on a submission to send to the GMs in a PM. There are three submission types and each submission type will affect your starting stats in different ways. You may only choose one submission type, so choose wisely. Please do not use AI-generated submissions. Musical Talent: All players will start with a base amount of musical talent, which each player will learn at the start of the game. However, you can increase this stat by recording yourself singing or playing an instrument (or both!) and submitting this recording to the GMs. Doing this will increase your odds of winning the Pipes at The Eolian. Field Proficiency: All players will start the game with 2 EP in a random field. However, you can increase the amount of EP you start the game with and control which field it goes in by writing an essay about a subject at the University that you wish to study. Be as creative as you like. Inventory: While players don’t usually start the game with any items, by submitting a piece of art you created, you will start the game with an item in your inventory. Possible items to be gained by submitting art: nahlrout, ward, tenaculum, bloodless, gram, bone-tar. The last two items will only be possible for particularly impressive submissions.
  14. Long Game 96: KKC in the Modern Age Important Note: There is an application system for this game. Please read the second post before signing up. Welcome to the University! Here are the full rules of the game. Please note that they are 30 pages long. This game is massive. However, we've compiled a "brief" (briefer?) summary for your perusal. Please read the summary at the very least, even if you don't read all 30 pages of rules. GMs: Wilson, Elbereth, ? (we're looking for a third, if anyone is interested) IM: Devotary Start Date: 7/26 7:00 PM Mountain Rollover: TBD Game Mechanic Basics Two factions: Students and Skindancers. Students must expel or kill all the Skindancers; Skindancers are a standard eliminator faction and must expel, kill, or drive insane all the students or destroy as many fields as starting Skindancers (and the fields must include Naming, Alchemy, and Archives). The Skindancer monthly attack is a sabotage, which drives the target insane. Cycles (terms) are 3 turns (months) long, and each month is 48 hours. Months are basically identical except that there are a few things that only take place during the first month of each term/cycle. OoA, in general: tuition/lodging (if the first month of a term), passive roleblocks, active roleblocks & stealing items, all other non-offensive actions, mechanical effects (the horns, filing EP, etc), offensive actions Voting: everyone has 2 votes (‘complaints’) per month, which contribute to players being brought On The Horns and receiving various punishments Action Periods: everyone has 1 general action period they can use for anything; being elevated in different fields may grant more action periods, up to 4. (In Imre you don’t have access to any action periods.) There are also passive actions, which don’t take an action period and can’t be roleblocked. Writeup / GM PM info: when you do an action, you’ll be told if you succeeded or failed (failure = roleblocked) and who you targeted, but nothing else. Writeups will announce who’s elevated (but not in what field unless it’s a Master elevation), if a field is destroyed, if people are attacked (if protected, the attacked player won’t be specified in the writeup but will be told in their PM) PMs: open, don’t require an action, can be group PMs, must include GM, please make a new one each turn. Application system: before the game you can submit music, art, or an essay to improve your musical stat, add an item to your inventory, or get higher field proficiency, respectively. Basic KKC Mechanics Social Class: each player is assigned one of five social classes, which determine your starting lodging, your starting money, and your stipend per term. (All currency is X talents, Y jots, and Z drabs, where each is 1/10 of the previous.) Each class has a couple additional effects specific to said class. Lodging: you must stay in one of the available lodgings each term, which each have a price and a particular effect. You must specify a lodging in the last month of a term, or you will stay on the Streets that term, which is not a pleasant place. There are two lodgings which allow you to stay in Imre the entire term (which usually you may only visit once a turn). Admissions: in order to go to University and gain University abilities, you must go through admissions and pay your tuition each term, which is specific to the player. You can affect your tuition for the next term in various ways (posting, PMing, voting, taking certain actions, etc) to reduce or inflate it. Insanity: you can go insane, either from a Skindancer sabotage or failing your Insanity Roll. Certain actions and abilities give you a bonus to your insanity roll for that turn, and if your roll + bonus is 12 or higher you will go insane. This bonus can be offset with Elevation Points if the player so chooses. When insane, you are nearly but not quite dead - you cannot post, PM, talk in docs, take actions, receive your stipend, etc. You must only wait and hope that you break out. Breakout: each turn, all insane players will have a small (usually 5%) chance of breaking out of the Crockery and returning to the game. This means you lose a rank and an ability, and can no longer learn new abilities or be elevated, but are otherwise entirely back to your previous state. The Horns: votes (complaints) contribute towards a player receiving Discipline Points, and having more than 5 Discipline Points (DP) results in going On The Horns. (Masters also assign DP, which is automatically spread among players with complaints on them until the Master becomes PC-controlled.) Players on the Horns are subject to various punishments (with the chance for harsher punishments increasing the more DP the player has accrued), from RPing a public apology to being roleblocked to being expelled. Expulsion: expelled students can no longer attend the University (duh) to complain, learn new abilities or be elevated further. They can also only PM or target non-enrolled students or students in Imre, and sabotages count as kills against them. The Arcanum There are nine fields at the University, each of which has certain abilities that you can learn by being elevated in them. You can choose which fields to study in by filing Elevation Points in your chosen field(s) each turn. The Master of each field will choose a player to elevate each month from among the players with EP in their field (when a Master is a NPC, they’ll choose randomly weighted with the number of EP each player has). Ranks: there are four ranks in the University. You start out with no rank, and then are elevated to E’lir, then Re’lar, then El’the (and finally Master). Your rank usually determines which abilities you have access to. Your level (the number of elevations you have in a given field) often determines how powerful your abilities are (and if you get additional action periods specific to your field). Gaining abilities: In Linguistics, Rhetoric & Logic, and Archives, you gain 1 ability, which is determined by your rank (e.g. if you’re elevated to Re’lar you gain the Re’lar ability in that field). In Arithmetics, Sympathy, and Physicking, every student has access to all abilities, but each ability increases in power depending on your level (i.e. how many elevations you have in that field). In Alchemy & Artificery, you have the ability to create all items up to your current rank (e.g. a Re’lar has access to E’lir and Re’lar level items), but items have different levels depending on your number of elevations in Alchemy/Artificery. Naming is weird Mastery: Masters are NPC-controlled until an El’the gains 15 EP in a field, at which point they become Master of that field. Masters have discounted lodging and tuition and cannot be brought on the Horns, and Master-level abilities in their field (even if they didn’t have all four elevations in the same field). They assign Discipline Points, choose who to elevate, but can no longer be elevated or learn abilities in other fields. Skindancer Masters can choose to destroy a field, at which point no one else can be elevated in it or learn new abilities from it. More detail on each field and its actions is given below the Imre section, for the curious. Imre Any player can go to Imre one month per cycle (or can stay in an Imre-specific lodging to be there for all three turns of the cycle). In Imre, you don’t have access to taking actions, but instead can visit various locations in Imre and do things there. The Eolian: you can try for your Talent Pipes once during the game, which are a +10 talents per turn item. You can also practice there to try to improve your musical stat before trying for your Pipes. Moneylenders: you can visit Devi or Giles to take out a loan. Devi gives higher loans with steeper interest, will take collateral, and will put a mommet with your blood on the Black Market if you default. Giles is only accessible by Cealdish Commoners or at the Grey Man, and gives smaller loans at much more reasonable prices. The Loaded Dice: gamble a certain amount of money on numbers of your choice, and if the GM rolls one of your numbers then you get a reward (proportional to the amount of money + the number of guesses). Certain social classes can get better odds here. Nox’s Apothecary: here you can buy certain items and services. Black Market: you can buy Bodyguards and Assassins here, and players can place and take contracts of all sorts (from ‘kill X’ to ‘give me a solution to the Collatz Conjecture’). Fields Linguistics: grants additional general action periods. Abilities are PM-related and granted depending on your elevation rank. Hand Delivery (E’lir) (passive): PMs to/from expelled players, cannot be spied on Mysterious Bulletins (Re’lar): anonymous writeup messages Bribe the Messenger (El’the): PM spying Linguistic Analysis (Master): detect if a player lied in your presence Arithmetics: all abilities are passive except for pickpocketing, and all accessible to all Arithmetics students. Reduced Interest (passive), with Devi and Giles Great Deals (passive), at the Apothecary and Black Market Decreased Tuition (passive) Pickpocket: steal some coins from someone targeting you Rhetoric & Logic: up to 3 Rhetoric action periods. Abilities are complaint-related and granted depending on your elevation rank. Argumentum ad Nauseam (E’lir): cancel someone’s vote(s) Proficient in Hyperbole (Re’lar): gain two additional votes Persuasive Arguments (El’the): change a vote to a different player Law of Contraposition (Master): redirect an action Archives: up to 3 Archives action periods. Abilities are mostly scans, and granted depending on your elevation rank. Omen Recognition (E’lir): determine if an event was Skindancer-caused School Records (Re’lar): learn what fields someone has been elevated in Banned Books (El’the): learn an ability from another field Fae Lore (Master): target a player and roleblock them only if they are a Skindancer Sympathy: all players have access to all actions. Actions have an insanity bonus based on level. Mommet-making: mommets are a 1-use item that roleblock the player they’re made for and cannot be roleblocked or redirected. Depending on level, this can be a random player, a player of your choice, or the (anonymous) cause of a kill/sabotage. Masters can use that last kind for a kill instead of a roleblock. Malfeasance Protection: create a binding between you and another student. Depending on level, this will copy all actions on you to the other student (and possibly vice versa), downgrade all negative actions on either of you, or transfer all actions on you entirely to the other student. Physicking: all players have access to all actions. Medica Emergency: next turn, no one will be able to target you (but you also won’t be able to take other actions, and may not be able to PM or vote) Medica Detainment: fully roleblock a player. Psychological Counseling: decrease someone else’s insanity bonus that turn (decrease is equivalent to number of elevations in Physicking) Cheating Death: protect another player from kills/sabotages (though you may only be able to delay the inevitable) Alchemy: gain an Item Creation period. (Note: items take two action periods to complete, and doing both in the same turn will mean you can’t do anything else.) The level of an Alchemy item is determined by how many elevations the user has. Alchemists can create any item at or below their current rank. Items have an insanity bonus on creation. Tenaculum (E’lir): destroy an item or cancel an action of your choice (random if you specify something nonexistent) Firestop (Re’lar) (passive): passively protect from heat-based malfeasance (mommets, bonetar, tenaculum, Fire naming actions) Plum Bob (El’the): drug a player and ask them up to 5 basic questions, which they must answer truthfully (unless and until they go into a rage, the chance of which is higher for each question asked) Bone-tar (El’the): destroy a lodging. Some chance (level-dependent) of it going volatile and killing half the players staying there. Artificery: gain an Item Creation period. (Note: items take two action periods to complete, and doing both in the same turn will mean you can’t do anything else.) The level of an Artificery item is determined at creation, by how many levels the creator has, and indicates how many uses the item will have. Artificerists(?) can create any item at or below their rank. Items have an insanity bonus on creation. Ward (E’lir): Detect a random action used on you and its level. Bloodless (Re’lar) (passive): protect from a sabotage. Thieves Lamp (Re’lar): steal 30% of a player’s money and half their items. Gram (El’the) (passive): protects from sabotages, kills, and malignant sympathy. Cannot be destroyed. Naming: Up to 3 Naming action periods. Namers start by learning the Name of the Wind, and learn further names by using their most recently-learned Name, and continue to learn Names even when expelled. Each Name beyond the first grants a passive (+1) insanity bonus per turn. Using more than one Name grants an additional insanity bonus on top of that. Names are not defined actions in the same sense as other field abilities, but just general areas which can be used singly or together to accomplish whatever you’re creative to come up with. If you plan to use a Name, get your order in as early as possible so the GMs can work with you on what exactly will or won’t work. Player List Matrim's Dice Kasimir The Known Novel Steeldancer JNV Wonko the Sane Archer Drake Marshall Ashbringer TJ Araris Valerian Szeth Pancakes Stink Sart Quick Links
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